예제 #1
0
        private bool NodesEqual(Builder.UnCompiledNode <T> node, long address)
        {
            fst.ReadFirstRealTargetArc(address, scratchArc, input);
            if (scratchArc.BytesPerArc != 0 && node.NumArcs != scratchArc.NumArcs)
            {
                return(false);
            }
            for (int arcUpto = 0; arcUpto < node.NumArcs; arcUpto++)
            {
                Builder.Arc <T> arc = node.Arcs[arcUpto];
                if (arc.Label != scratchArc.Label || !arc.Output.Equals(scratchArc.Output) || ((Builder.CompiledNode)arc.Target).Node != scratchArc.Target || !arc.NextFinalOutput.Equals(scratchArc.NextFinalOutput) || arc.IsFinal != scratchArc.IsFinal)
                {
                    return(false);
                }

                if (scratchArc.IsLast)
                {
                    if (arcUpto == node.NumArcs - 1)
                    {
                        return(true);
                    }
                    else
                    {
                        return(false);
                    }
                }
                fst.ReadNextRealArc(scratchArc, input);
            }

            return(false);
        }
예제 #2
0
        internal static void Walk <T>(FST <T> fst) // LUCENENET NOTE: Not referenced
        {
            List <FST.Arc <T> > queue = new List <FST.Arc <T> >();

            FST.BytesReader reader   = fst.GetBytesReader();
            FST.Arc <T>     startArc = fst.GetFirstArc(new FST.Arc <T>());
            queue.Add(startArc);
            BitArray seen = new BitArray(queue.Count);

            while (queue.Count > 0)
            {
                FST.Arc <T> arc = queue[0];
                queue.RemoveAt(0);

                long node = arc.Target;
                //System.out.println(arc);
                if (FST <T> .TargetHasArcs(arc) && !seen.SafeGet((int)node))
                {
                    seen.SafeSet((int)node, true);
                    fst.ReadFirstRealTargetArc(node, arc, reader);
                    while (true)
                    {
                        queue.Add((new FST.Arc <T>()).CopyFrom(arc));
                        if (arc.IsLast)
                        {
                            break;
                        }
                        else
                        {
                            fst.ReadNextRealArc(arc, reader);
                        }
                    }
                }
            }
        }
예제 #3
0
        internal static void Walk <T>(FST <T> fst)
        {
            var queue    = new List <FST.Arc <T> >();
            var seen     = new BitArray();
            var reader   = fst.BytesReader;
            var startArc = fst.GetFirstArc(new FST.Arc <T>());

            queue.Add(startArc);
            while (queue.Count > 0)
            {
                FST.Arc <T> arc  = queue.Remove(0);
                long        node = arc.Target;
                //System.out.println(arc);
                if (FST.TargetHasArcs(arc) && !seen.Get((int)node))
                {
                    seen.Set((int)node, true);
                    fst.ReadFirstRealTargetArc(node, arc, reader);
                    while (true)
                    {
                        queue.Add((new FST.Arc <T>()).CopyFrom(arc));
                        if (arc.Last)
                        {
                            break;
                        }
                        else
                        {
                            fst.ReadNextRealArc(arc, reader);
                        }
                    }
                }
            }
        }
예제 #4
0
 // Use the builder to create:
 private NormalizeCharMap(FST<CharsRef> map)
 {
     this.map = map;
     if (map != null)
     {
         try
         {
             // Pre-cache root arcs:
             var scratchArc = new FST.Arc<CharsRef>();
             FST.BytesReader fstReader = map.BytesReader;
             map.GetFirstArc(scratchArc);
             if (FST<CharsRef>.TargetHasArcs(scratchArc))
             {
                 map.ReadFirstRealTargetArc(scratchArc.Target, scratchArc, fstReader);
                 while (true)
                 {
                     Debug.Assert(scratchArc.Label != FST.END_LABEL);
                     cachedRootArcs[Convert.ToChar((char)scratchArc.Label)] = (new FST.Arc<CharsRef>()).CopyFrom(scratchArc);
                     if (scratchArc.IsLast)
                     {
                         break;
                     }
                     map.ReadNextRealArc(scratchArc, fstReader);
                 }
             }
             //System.out.println("cached " + cachedRootArcs.size() + " root arcs");
         }
         catch (IOException ioe)
         {
             // Bogus FST IOExceptions!!  (will never happen)
             throw new Exception("Should never happen", ioe);
         }
     }
 }
예제 #5
0
 // Use the builder to create:
 private NormalizeCharMap(FST <CharsRef> map)
 {
     this.map = map;
     if (map != null)
     {
         try
         {
             // Pre-cache root arcs:
             var             scratchArc = new FST.Arc <CharsRef>();
             FST.BytesReader fstReader  = map.BytesReader;
             map.GetFirstArc(scratchArc);
             if (FST <CharsRef> .TargetHasArcs(scratchArc))
             {
                 map.ReadFirstRealTargetArc(scratchArc.Target, scratchArc, fstReader);
                 while (true)
                 {
                     Debug.Assert(scratchArc.Label != FST <CharsRef> .END_LABEL); // LUCENENET TODO END_LABEL shouldn't be under generic?
                     cachedRootArcs[Convert.ToChar((char)scratchArc.Label)] = (new FST.Arc <CharsRef>()).CopyFrom(scratchArc);
                     if (scratchArc.Last)
                     {
                         break;
                     }
                     map.ReadNextRealArc(scratchArc, fstReader);
                 }
             }
             //System.out.println("cached " + cachedRootArcs.size() + " root arcs");
         }
         catch (IOException ioe)
         {
             // Bogus FST IOExceptions!!  (will never happen)
             throw new Exception("Should never happen", ioe);
         }
     }
 }
예제 #6
0
 /// <summary> Load frame for sibling arc(node) on fst. </summary>
 private Frame LoadNextFrame(Frame top, Frame frame)
 {
     if (!CanRewind(frame))
     {
         return(null);
     }
     while (!frame.fstArc.IsLast)
     {
         frame.fstArc   = fst.ReadNextRealArc(frame.fstArc, fstReader);
         frame.fsaState = fsa.Step(top.fsaState, frame.fstArc.Label);
         if (frame.fsaState != -1)
         {
             break;
         }
     }
     //if (TEST) System.out.println(" loadNext frame="+frame);
     if (frame.fsaState == -1)
     {
         return(null);
     }
     return(frame);
 }
예제 #7
0
        private static void Walk <T>(FST <T> fst) // LUCENENET NOTE: Not referenced anywhere
        {
            var queue = new List <FST.Arc <T> >();

            // Java version was BitSet(), but in .NET we don't have a zero contructor BitSet.
            // Couldn't find the default size in BitSet, so went with zero here.
            var seen     = new BitSet();
            var reader   = fst.GetBytesReader();
            var startArc = fst.GetFirstArc(new FST.Arc <T>());

            queue.Add(startArc);
            while (queue.Count > 0)
            {
                //FST.Arc<T> arc = queue.Remove(0);
                var arc = queue[0];
                queue.RemoveAt(0);

                long node = arc.Target;
                //System.out.println(arc);
                if (FST <T> .TargetHasArcs(arc) && !seen.Get((int)node))
                {
                    seen.Set((int)node);
                    fst.ReadFirstRealTargetArc(node, arc, reader);
                    while (true)
                    {
                        queue.Add((new FST.Arc <T>()).CopyFrom(arc));
                        if (arc.IsLast)
                        {
                            break;
                        }
                        else
                        {
                            fst.ReadNextRealArc(arc, reader);
                        }
                    }
                }
            }
        }
예제 #8
0
 // Use the builder to create:
 private NormalizeCharMap(FST <CharsRef> map)
 {
     this.map = map;
     if (map != null)
     {
         try
         {
             // Pre-cache root arcs:
             var             scratchArc = new FST.Arc <CharsRef>();
             FST.BytesReader fstReader  = map.GetBytesReader();
             map.GetFirstArc(scratchArc);
             if (FST <CharsRef> .TargetHasArcs(scratchArc))
             {
                 map.ReadFirstRealTargetArc(scratchArc.Target, scratchArc, fstReader);
                 while (true)
                 {
                     if (Debugging.AssertsEnabled)
                     {
                         Debugging.Assert(scratchArc.Label != FST.END_LABEL);
                     }
                     cachedRootArcs[Convert.ToChar((char)scratchArc.Label)] = (new FST.Arc <CharsRef>()).CopyFrom(scratchArc);
                     if (scratchArc.IsLast)
                     {
                         break;
                     }
                     map.ReadNextRealArc(scratchArc, fstReader);
                 }
             }
             //System.out.println("cached " + cachedRootArcs.size() + " root arcs");
         }
         catch (Exception ioe) when(ioe.IsIOException())
         {
             // Bogus FST IOExceptions!!  (will never happen)
             throw RuntimeException.Create("Should never happen", ioe);
         }
     }
 }
예제 #9
0
파일: Util.cs 프로젝트: zhuthree/lucenenet
        /// <summary>
        /// Dumps an <see cref="FST{T}"/> to a GraphViz's <c>dot</c> language description
        /// for visualization. Example of use:
        ///
        /// <code>
        /// using (TextWriter sw = new StreamWriter(&quot;out.dot&quot;))
        /// {
        ///     Util.ToDot(fst, sw, true, true);
        /// }
        /// </code>
        ///
        /// and then, from command line:
        ///
        /// <code>
        /// dot -Tpng -o out.png out.dot
        /// </code>
        ///
        /// <para/>
        /// Note: larger FSTs (a few thousand nodes) won't even
        /// render, don't bother.  If the FST is &gt; 2.1 GB in size
        /// then this method will throw strange exceptions.
        /// <para/>
        /// See also <a href="http://www.graphviz.org/">http://www.graphviz.org/</a>.
        /// </summary>
        /// <param name="sameRank">
        ///          If <c>true</c>, the resulting <c>dot</c> file will try
        ///          to order states in layers of breadth-first traversal. This may
        ///          mess up arcs, but makes the output FST's structure a bit clearer.
        /// </param>
        /// <param name="labelStates">
        ///          If <c>true</c> states will have labels equal to their offsets in their
        ///          binary format. Expands the graph considerably.
        /// </param>
        public static void ToDot <T>(FST <T> fst, TextWriter @out, bool sameRank, bool labelStates)
        {
            const string expandedNodeColor = "blue";

            // this is the start arc in the automaton (from the epsilon state to the first state
            // with outgoing transitions.
            FST.Arc <T> startArc = fst.GetFirstArc(new FST.Arc <T>());

            // A queue of transitions to consider for the next level.
            IList <FST.Arc <T> > thisLevelQueue = new List <FST.Arc <T> >();

            // A queue of transitions to consider when processing the next level.
            IList <FST.Arc <T> > nextLevelQueue = new List <FST.Arc <T> >();

            nextLevelQueue.Add(startArc);
            //System.out.println("toDot: startArc: " + startArc);

            // A list of states on the same level (for ranking).
            IList <int?> sameLevelStates = new List <int?>();

            // A bitset of already seen states (target offset).
            BitArray seen = new BitArray(32);

            seen.SafeSet((int)startArc.Target, true);

            // Shape for states.
            const string stateShape      = "circle";
            const string finalStateShape = "doublecircle";

            // Emit DOT prologue.
            @out.Write("digraph FST {\n");
            @out.Write("  rankdir = LR; splines=true; concentrate=true; ordering=out; ranksep=2.5; \n");

            if (!labelStates)
            {
                @out.Write("  node [shape=circle, width=.2, height=.2, style=filled]\n");
            }

            EmitDotState(@out, "initial", "point", "white", "");

            T   NO_OUTPUT = fst.Outputs.NoOutput;
            var r         = fst.GetBytesReader();

            // final FST.Arc<T> scratchArc = new FST.Arc<>();

            {
                string stateColor;
                if (fst.IsExpandedTarget(startArc, r))
                {
                    stateColor = expandedNodeColor;
                }
                else
                {
                    stateColor = null;
                }

                bool isFinal;
                T    finalOutput;
                if (startArc.IsFinal)
                {
                    isFinal     = true;
                    finalOutput = startArc.NextFinalOutput.Equals(NO_OUTPUT) ? default(T) : startArc.NextFinalOutput;
                }
                else
                {
                    isFinal     = false;
                    finalOutput = default(T);
                }

                EmitDotState(@out, Convert.ToString(startArc.Target), isFinal ? finalStateShape : stateShape, stateColor, finalOutput == null ? "" : fst.Outputs.OutputToString(finalOutput));
            }

            @out.Write("  initial -> " + startArc.Target + "\n");

            int level = 0;

            while (nextLevelQueue.Count > 0)
            {
                // we could double buffer here, but it doesn't matter probably.
                //System.out.println("next level=" + level);
                thisLevelQueue.AddRange(nextLevelQueue);
                nextLevelQueue.Clear();

                level++;
                @out.Write("\n  // Transitions and states at level: " + level + "\n");
                while (thisLevelQueue.Count > 0)
                {
                    FST.Arc <T> arc = thisLevelQueue[thisLevelQueue.Count - 1];
                    thisLevelQueue.RemoveAt(thisLevelQueue.Count - 1);
                    //System.out.println("  pop: " + arc);
                    if (FST <T> .TargetHasArcs(arc))
                    {
                        // scan all target arcs
                        //System.out.println("  readFirstTarget...");

                        long node = arc.Target;

                        fst.ReadFirstRealTargetArc(arc.Target, arc, r);

                        //System.out.println("    firstTarget: " + arc);

                        while (true)
                        {
                            //System.out.println("  cycle arc=" + arc);
                            // Emit the unseen state and add it to the queue for the next level.
                            if (arc.Target >= 0 && !seen.SafeGet((int)arc.Target))
                            {
                                /*
                                 * boolean isFinal = false;
                                 * T finalOutput = null;
                                 * fst.readFirstTargetArc(arc, scratchArc);
                                 * if (scratchArc.isFinal() && fst.targetHasArcs(scratchArc)) {
                                 * // target is final
                                 * isFinal = true;
                                 * finalOutput = scratchArc.output == NO_OUTPUT ? null : scratchArc.output;
                                 * System.out.println("dot hit final label=" + (char) scratchArc.label);
                                 * }
                                 */
                                string stateColor;
                                if (fst.IsExpandedTarget(arc, r))
                                {
                                    stateColor = expandedNodeColor;
                                }
                                else
                                {
                                    stateColor = null;
                                }

                                string finalOutput;
                                if (arc.NextFinalOutput != null && !arc.NextFinalOutput.Equals(NO_OUTPUT))
                                {
                                    finalOutput = fst.Outputs.OutputToString(arc.NextFinalOutput);
                                }
                                else
                                {
                                    finalOutput = "";
                                }

                                EmitDotState(@out, Convert.ToString(arc.Target), stateShape, stateColor, finalOutput);
                                // To see the node address, use this instead:
                                //emitDotState(out, Integer.toString(arc.target), stateShape, stateColor, String.valueOf(arc.target));
                                seen.SafeSet((int)arc.Target, true);
                                nextLevelQueue.Add((new FST.Arc <T>()).CopyFrom(arc));
                                sameLevelStates.Add((int)arc.Target);
                            }

                            string outs;
                            if (!arc.Output.Equals(NO_OUTPUT))
                            {
                                outs = "/" + fst.Outputs.OutputToString(arc.Output);
                            }
                            else
                            {
                                outs = "";
                            }

                            if (!FST <T> .TargetHasArcs(arc) && arc.IsFinal && !arc.NextFinalOutput.Equals(NO_OUTPUT))
                            {
                                // Tricky special case: sometimes, due to
                                // pruning, the builder can [sillily] produce
                                // an FST with an arc into the final end state
                                // (-1) but also with a next final output; in
                                // this case we pull that output up onto this
                                // arc
                                outs = outs + "/[" + fst.Outputs.OutputToString(arc.NextFinalOutput) + "]";
                            }

                            string arcColor;
                            if (arc.Flag(FST.BIT_TARGET_NEXT))
                            {
                                arcColor = "red";
                            }
                            else
                            {
                                arcColor = "black";
                            }

                            Debug.Assert(arc.Label != FST.END_LABEL);
                            @out.Write("  " + node + " -> " + arc.Target + " [label=\"" + PrintableLabel(arc.Label) + outs + "\"" + (arc.IsFinal ? " style=\"bold\"" : "") + " color=\"" + arcColor + "\"]\n");

                            // Break the loop if we're on the last arc of this state.
                            if (arc.IsLast)
                            {
                                //System.out.println("    break");
                                break;
                            }
                            fst.ReadNextRealArc(arc, r);
                        }
                    }
                }

                // Emit state ranking information.
                if (sameRank && sameLevelStates.Count > 1)
                {
                    @out.Write("  {rank=same; ");
                    foreach (int state in sameLevelStates)
                    {
                        @out.Write(state + "; ");
                    }
                    @out.Write(" }\n");
                }
                sameLevelStates.Clear();
            }

            // Emit terminating state (always there anyway).
            @out.Write("  -1 [style=filled, color=black, shape=doublecircle, label=\"\"]\n\n");
            @out.Write("  {rank=sink; -1 }\n");

            @out.Write("}\n");
            @out.Flush();
        }
예제 #10
0
파일: Util.cs 프로젝트: zhuthree/lucenenet
        /// <summary>
        /// Expert: like <see cref="Util.GetByOutput(FST{long?}, long)"/> except reusing
        /// <see cref="FST.BytesReader"/>, initial and scratch Arc, and result.
        /// </summary>
        public static Int32sRef GetByOutput(FST <long?> fst, long targetOutput, FST.BytesReader @in, FST.Arc <long?> arc, FST.Arc <long?> scratchArc, Int32sRef result)
        {
            long output = arc.Output.Value;
            int  upto   = 0;

            //System.out.println("reverseLookup output=" + targetOutput);

            while (true)
            {
                //System.out.println("loop: output=" + output + " upto=" + upto + " arc=" + arc);
                if (arc.IsFinal)
                {
                    long finalOutput = output + arc.NextFinalOutput.Value;
                    //System.out.println("  isFinal finalOutput=" + finalOutput);
                    if (finalOutput == targetOutput)
                    {
                        result.Length = upto;
                        //System.out.println("    found!");
                        return(result);
                    }
                    else if (finalOutput > targetOutput)
                    {
                        //System.out.println("    not found!");
                        return(null);
                    }
                }

                if (FST <long?> .TargetHasArcs(arc))
                {
                    //System.out.println("  targetHasArcs");
                    if (result.Int32s.Length == upto)
                    {
                        result.Grow(1 + upto);
                    }

                    fst.ReadFirstRealTargetArc(arc.Target, arc, @in);

                    if (arc.BytesPerArc != 0)
                    {
                        int low  = 0;
                        int high = arc.NumArcs - 1;
                        int mid  = 0;
                        //System.out.println("bsearch: numArcs=" + arc.numArcs + " target=" + targetOutput + " output=" + output);
                        bool exact = false;
                        while (low <= high)
                        {
                            mid          = (int)((uint)(low + high) >> 1);
                            @in.Position = arc.PosArcsStart;
                            @in.SkipBytes(arc.BytesPerArc * mid);
                            var flags = (sbyte)@in.ReadByte();
                            fst.ReadLabel(@in);
                            long minArcOutput;
                            if ((flags & FST.BIT_ARC_HAS_OUTPUT) != 0)
                            {
                                long arcOutput = fst.Outputs.Read(@in).Value;
                                minArcOutput = output + arcOutput;
                            }
                            else
                            {
                                minArcOutput = output;
                            }
                            if (minArcOutput == targetOutput)
                            {
                                exact = true;
                                break;
                            }
                            else if (minArcOutput < targetOutput)
                            {
                                low = mid + 1;
                            }
                            else
                            {
                                high = mid - 1;
                            }
                        }

                        if (high == -1)
                        {
                            return(null);
                        }
                        else if (exact)
                        {
                            arc.ArcIdx = mid - 1;
                        }
                        else
                        {
                            arc.ArcIdx = low - 2;
                        }

                        fst.ReadNextRealArc(arc, @in);
                        result.Int32s[upto++] = arc.Label;
                        output += arc.Output.Value;
                    }
                    else
                    {
                        FST.Arc <long?> prevArc = null;

                        while (true)
                        {
                            //System.out.println("    cycle label=" + arc.label + " output=" + arc.output);

                            // this is the min output we'd hit if we follow
                            // this arc:
                            long minArcOutput = output + arc.Output.Value;

                            if (minArcOutput == targetOutput)
                            {
                                // Recurse on this arc:
                                //System.out.println("  match!  break");
                                output = minArcOutput;
                                result.Int32s[upto++] = arc.Label;
                                break;
                            }
                            else if (minArcOutput > targetOutput)
                            {
                                if (prevArc == null)
                                {
                                    // Output doesn't exist
                                    return(null);
                                }
                                else
                                {
                                    // Recurse on previous arc:
                                    arc.CopyFrom(prevArc);
                                    result.Int32s[upto++] = arc.Label;
                                    output += arc.Output.Value;
                                    //System.out.println("    recurse prev label=" + (char) arc.label + " output=" + output);
                                    break;
                                }
                            }
                            else if (arc.IsLast)
                            {
                                // Recurse on this arc:
                                output = minArcOutput;
                                //System.out.println("    recurse last label=" + (char) arc.label + " output=" + output);
                                result.Int32s[upto++] = arc.Label;
                                break;
                            }
                            else
                            {
                                // Read next arc in this node:
                                prevArc = scratchArc;
                                prevArc.CopyFrom(arc);
                                //System.out.println("      after copy label=" + (char) prevArc.label + " vs " + (char) arc.label);
                                fst.ReadNextRealArc(arc, @in);
                            }
                        }
                    }
                }
                else
                {
                    //System.out.println("  no target arcs; not found!");
                    return(null);
                }
            }
        }
예제 #11
0
파일: Util.cs 프로젝트: zhuthree/lucenenet
        // Uncomment for debugging:

        /*
         * public static <T> void dotToFile(FST<T> fst, String filePath) throws IOException {
         * Writer w = new OutputStreamWriter(new FileOutputStream(filePath));
         * toDot(fst, w, true, true);
         * w.Dispose();
         * }
         */

        /// <summary>
        /// Reads the first arc greater or equal that the given label into the provided
        /// arc in place and returns it iff found, otherwise return <c>null</c>.
        /// </summary>
        /// <param name="label"> the label to ceil on </param>
        /// <param name="fst"> the fst to operate on </param>
        /// <param name="follow"> the arc to follow reading the label from </param>
        /// <param name="arc"> the arc to read into in place </param>
        /// <param name="in"> the fst's <see cref="FST.BytesReader"/> </param>
        public static FST.Arc <T> ReadCeilArc <T>(int label, FST <T> fst, FST.Arc <T> follow, FST.Arc <T> arc, FST.BytesReader @in)
        {
            // TODO maybe this is a useful in the FST class - we could simplify some other code like FSTEnum?
            if (label == FST.END_LABEL)
            {
                if (follow.IsFinal)
                {
                    if (follow.Target <= 0)
                    {
                        arc.Flags = (sbyte)FST.BIT_LAST_ARC;
                    }
                    else
                    {
                        arc.Flags = 0;
                        // NOTE: nextArc is a node (not an address!) in this case:
                        arc.NextArc = follow.Target;
                        arc.Node    = follow.Target;
                    }
                    arc.Output = follow.NextFinalOutput;
                    arc.Label  = FST.END_LABEL;
                    return(arc);
                }
                else
                {
                    return(null);
                }
            }

            if (!FST <T> .TargetHasArcs(follow))
            {
                return(null);
            }
            fst.ReadFirstTargetArc(follow, arc, @in);
            if (arc.BytesPerArc != 0 && arc.Label != FST.END_LABEL)
            {
                // Arcs are fixed array -- use binary search to find
                // the target.

                int low  = arc.ArcIdx;
                int high = arc.NumArcs - 1;
                int mid  = 0;
                // System.out.println("do arc array low=" + low + " high=" + high +
                // " targetLabel=" + targetLabel);
                while (low <= high)
                {
                    mid          = (int)((uint)(low + high) >> 1);
                    @in.Position = arc.PosArcsStart;
                    @in.SkipBytes(arc.BytesPerArc * mid + 1);
                    int midLabel = fst.ReadLabel(@in);
                    int cmp      = midLabel - label;
                    // System.out.println("  cycle low=" + low + " high=" + high + " mid=" +
                    // mid + " midLabel=" + midLabel + " cmp=" + cmp);
                    if (cmp < 0)
                    {
                        low = mid + 1;
                    }
                    else if (cmp > 0)
                    {
                        high = mid - 1;
                    }
                    else
                    {
                        arc.ArcIdx = mid - 1;
                        return(fst.ReadNextRealArc(arc, @in));
                    }
                }
                if (low == arc.NumArcs)
                {
                    // DEAD END!
                    return(null);
                }

                arc.ArcIdx = (low > high ? high : low);
                return(fst.ReadNextRealArc(arc, @in));
            }

            // Linear scan
            fst.ReadFirstRealTargetArc(follow.Target, arc, @in);

            while (true)
            {
                // System.out.println("  non-bs cycle");
                // TODO: we should fix this code to not have to create
                // object for the output of every arc we scan... only
                // for the matching arc, if found
                if (arc.Label >= label)
                {
                    // System.out.println("    found!");
                    return(arc);
                }
                else if (arc.IsLast)
                {
                    return(null);
                }
                else
                {
                    fst.ReadNextRealArc(arc, @in);
                }
            }
        }
예제 #12
0
        // TODO: should we return a status here (SEEK_FOUND / SEEK_NOT_FOUND /
        // SEEK_END)?  saves the eq check above?

        /// <summary>
        /// Seeks to smallest term that's &gt;= target. </summary>
        protected virtual void DoSeekCeil()
        {
            //System.out.println("    advance len=" + target.length + " curlen=" + current.length);

            // TODO: possibly caller could/should provide common
            // prefix length?  ie this work may be redundant if
            // caller is in fact intersecting against its own
            // automaton

            //System.out.println("FE.seekCeil upto=" + upto);

            // Save time by starting at the end of the shared prefix
            // b/w our current term & the target:
            RewindPrefix();
            //System.out.println("  after rewind upto=" + upto);

            FST.Arc <T> arc         = GetArc(m_upto);
            int         targetLabel = TargetLabel;

            //System.out.println("  init targetLabel=" + targetLabel);

            // Now scan forward, matching the new suffix of the target
            while (true)
            {
                //System.out.println("  cycle upto=" + upto + " arc.label=" + arc.label + " (" + (char) arc.label + ") vs targetLabel=" + targetLabel);

                if (arc.BytesPerArc != 0 && arc.Label != -1)
                {
                    // Arcs are fixed array -- use binary search to find
                    // the target.

                    FST.BytesReader @in  = m_fst.GetBytesReader();
                    int             low  = arc.ArcIdx;
                    int             high = arc.NumArcs - 1;
                    int             mid  = 0;
                    //System.out.println("do arc array low=" + low + " high=" + high + " targetLabel=" + targetLabel);
                    bool found = false;
                    while (low <= high)
                    {
                        mid          = (int)((uint)(low + high) >> 1);
                        @in.Position = arc.PosArcsStart;
                        @in.SkipBytes(arc.BytesPerArc * mid + 1);
                        int midLabel = m_fst.ReadLabel(@in);
                        int cmp      = midLabel - targetLabel;
                        //System.out.println("  cycle low=" + low + " high=" + high + " mid=" + mid + " midLabel=" + midLabel + " cmp=" + cmp);
                        if (cmp < 0)
                        {
                            low = mid + 1;
                        }
                        else if (cmp > 0)
                        {
                            high = mid - 1;
                        }
                        else
                        {
                            found = true;
                            break;
                        }
                    }

                    // NOTE: this code is dup'd w/ the code below (in
                    // the outer else clause):
                    if (found)
                    {
                        // Match
                        arc.ArcIdx = mid - 1;
                        m_fst.ReadNextRealArc(arc, @in);
                        if (Debugging.AssertsEnabled)
                        {
                            Debugging.Assert(arc.ArcIdx == mid);
                            Debugging.Assert(arc.Label == targetLabel, "arc.label={0} vs targetLabel={1} mid={2}", arc.Label, targetLabel, mid);
                        }
                        m_output[m_upto] = m_fst.Outputs.Add(m_output[m_upto - 1], arc.Output);
                        if (targetLabel == FST.END_LABEL)
                        {
                            return;
                        }
                        CurrentLabel = arc.Label;
                        Incr();
                        arc         = m_fst.ReadFirstTargetArc(arc, GetArc(m_upto), m_fstReader);
                        targetLabel = TargetLabel;
                        continue;
                    }
                    else if (low == arc.NumArcs)
                    {
                        // Dead end
                        arc.ArcIdx = arc.NumArcs - 2;
                        m_fst.ReadNextRealArc(arc, @in);
                        if (Debugging.AssertsEnabled)
                        {
                            Debugging.Assert(arc.IsLast);
                        }
                        // Dead end (target is after the last arc);
                        // rollback to last fork then push
                        m_upto--;
                        while (true)
                        {
                            if (m_upto == 0)
                            {
                                return;
                            }
                            FST.Arc <T> prevArc = GetArc(m_upto);
                            //System.out.println("  rollback upto=" + upto + " arc.label=" + prevArc.label + " isLast?=" + prevArc.isLast());
                            if (!prevArc.IsLast)
                            {
                                m_fst.ReadNextArc(prevArc, m_fstReader);
                                PushFirst();
                                return;
                            }
                            m_upto--;
                        }
                    }
                    else
                    {
                        arc.ArcIdx = (low > high ? low : high) - 1;
                        m_fst.ReadNextRealArc(arc, @in);
                        if (Debugging.AssertsEnabled)
                        {
                            Debugging.Assert(arc.Label > targetLabel);
                        }
                        PushFirst();
                        return;
                    }
                }
                else
                {
                    // Arcs are not array'd -- must do linear scan:
                    if (arc.Label == targetLabel)
                    {
                        // recurse
                        m_output[m_upto] = m_fst.Outputs.Add(m_output[m_upto - 1], arc.Output);
                        if (targetLabel == FST.END_LABEL)
                        {
                            return;
                        }
                        CurrentLabel = arc.Label;
                        Incr();
                        arc         = m_fst.ReadFirstTargetArc(arc, GetArc(m_upto), m_fstReader);
                        targetLabel = TargetLabel;
                    }
                    else if (arc.Label > targetLabel)
                    {
                        PushFirst();
                        return;
                    }
                    else if (arc.IsLast)
                    {
                        // Dead end (target is after the last arc);
                        // rollback to last fork then push
                        m_upto--;
                        while (true)
                        {
                            if (m_upto == 0)
                            {
                                return;
                            }
                            FST.Arc <T> prevArc = GetArc(m_upto);
                            //System.out.println("  rollback upto=" + upto + " arc.label=" + prevArc.label + " isLast?=" + prevArc.isLast());
                            if (!prevArc.IsLast)
                            {
                                m_fst.ReadNextArc(prevArc, m_fstReader);
                                PushFirst();
                                return;
                            }
                            m_upto--;
                        }
                    }
                    else
                    {
                        // keep scanning
                        //System.out.println("    next scan");
                        m_fst.ReadNextArc(arc, m_fstReader);
                    }
                }
            }
        }
예제 #13
0
        /// <summary>
        /// Enumerates all minimal prefix paths in the automaton that also intersect the <see cref="FST"/>,
        /// accumulating the <see cref="FST"/> end node and output for each path.
        /// </summary>
        public static IList <Path <T> > IntersectPrefixPaths <T>(Automaton a, FST <T> fst)
        {
            if (Debugging.AssertsEnabled)
            {
                Debugging.Assert(a.IsDeterministic);
            }
            IList <Path <T> > queue    = new List <Path <T> >();
            List <Path <T> >  endNodes = new List <Path <T> >();

            queue.Add(new Path <T>(a.GetInitialState(), fst.GetFirstArc(new FST.Arc <T>()), fst.Outputs.NoOutput, new Int32sRef()));

            FST.Arc <T>     scratchArc = new FST.Arc <T>();
            FST.BytesReader fstReader  = fst.GetBytesReader();

            while (queue.Count != 0)
            {
                Path <T> path = queue[queue.Count - 1];
                queue.Remove(path);
                if (path.State.Accept)
                {
                    endNodes.Add(path);
                    // we can stop here if we accept this path,
                    // we accept all further paths too
                    continue;
                }

                Int32sRef currentInput = path.Input;
                foreach (Transition t in path.State.GetTransitions())
                {
                    int min = t.Min;
                    int max = t.Max;
                    if (min == max)
                    {
                        FST.Arc <T> nextArc = fst.FindTargetArc(t.Min, path.FstNode, scratchArc, fstReader);
                        if (nextArc != null)
                        {
                            Int32sRef newInput = new Int32sRef(currentInput.Length + 1);
                            newInput.CopyInt32s(currentInput);
                            newInput.Int32s[currentInput.Length] = t.Min;
                            newInput.Length = currentInput.Length + 1;
                            queue.Add(new Path <T>(t.Dest, new FST.Arc <T>()
                                                   .CopyFrom(nextArc), fst.Outputs.Add(path.Output, nextArc.Output), newInput));
                        }
                    }
                    else
                    {
                        // TODO: if this transition's TO state is accepting, and
                        // it accepts the entire range possible in the FST (ie. 0 to 255),
                        // we can simply use the prefix as the accepted state instead of
                        // looking up all the ranges and terminate early
                        // here.  This just shifts the work from one queue
                        // (this one) to another (the completion search
                        // done in AnalyzingSuggester).

                        FST.Arc <T> nextArc = Lucene.Net.Util.Fst.Util.ReadCeilArc(min, fst, path.FstNode, scratchArc, fstReader);
                        while (nextArc != null && nextArc.Label <= max)
                        {
                            if (Debugging.AssertsEnabled)
                            {
                                Debugging.Assert(nextArc.Label <= max);
                            }
                            if (Debugging.AssertsEnabled)
                            {
                                Debugging.Assert(nextArc.Label >= min, () => nextArc.Label + " " + min);
                            }
                            Int32sRef newInput = new Int32sRef(currentInput.Length + 1);
                            newInput.CopyInt32s(currentInput);
                            newInput.Int32s[currentInput.Length] = nextArc.Label;
                            newInput.Length = currentInput.Length + 1;
                            queue.Add(new Path <T>(t.Dest, new FST.Arc <T>()
                                                   .CopyFrom(nextArc), fst.Outputs.Add(path.Output, nextArc.Output), newInput));
                            int label = nextArc.Label; // used in assert
                            nextArc = nextArc.IsLast ? null : fst.ReadNextRealArc(nextArc, fstReader);
                            if (Debugging.AssertsEnabled)
                            {
                                Debugging.Assert(nextArc == null || label < nextArc.Label, () => "last: " + label + " next: " + (nextArc == null ? "" : nextArc.Label.ToString()));
                            }
                        }
                    }
                }
            }
            return(endNodes);
        }